#version 320 es
#extension GL_OES_EGL_image_external:require
precision mediump float;
in vec2 aCoord;
uniform samplerExternalOES s_TexSampler;

void main() {
    vec4 vCameraColor = texture2D(s_TexSampler, aCoord);
    gl_FragColor = vec4(vCameraColor.r, vCameraColor.g, vCameraColor.b, 1.0);
}
